Fetch Quest demo released

Posted by Cocopuffs on April 30, 2011, 3:25 p.m.

This is a game TakaM and I have been working on for awhile, you may notice some similar graphics to our last game. This is basically our last game reborn, and much better.

I won't tell you too much about what we plan to do with this game yet, but you can follow the games progress on our official blog:

Fetch Quest development blog

It is there where you can receive the latest news and downloads, not here.

Downloads:

Mirror #1 (Send Space)

Mirror #2 (Mega Upload)

Category: Action Adventure

File Size: ~7 Mbs

GM Version: GM8

Vista Compatible: Yes

Changes Screen Resolution: Nah

NOTE:

This isn't so much a 'get people excited for the game' demo, as it is just us fishing for bugs and criticism. None of the rooms you see will be in the final game, and many of the graphics will change. We just wanted to make sure our engine is bug free and fun to play before we start working on the actual game.

So please! Let us know what you think.

There are a total of 5 health upgrades and 100 gems in this engine demo. Other than that there's not much to do, once again this isn't the main game just the engine. Were trying to tune it up before starting the main game.

Another note is that we are aware we went overboard with the walljumping in these test levels. There won't be nearly as much walljumping required in the actual game, we we're just pushing it and got carried away.

We also posted this in a few other forums and are already working on a new version to cover some of their critiques.

Controls:

Arrows - Move

Z - Jump

X - Sword

C - Ball

Enter - Pause [use the pause menu for graphic options]

[All these can be done midair]

Up + X - Uppercut

Left/Right + X[hold when on ground] - Sword Dash

Down + X[midair only] - Ground Stab

F1 - Info/controls

F2- Restart

F3 - Record Video (series of screenshots)

Hope You Enjoy.

Comments

sirxemic 13 years ago

It wasn't blurry for me.

Anyhow, I didn't like the walljumping, but I suggest a system like the following:

For instance, if you jump against a wall on your right while holding right, the effect of the key toggles from right to left and back with each walljump. When you release the key it's set to (in this case) to right again.

Also, it says 'aspect ratio' in the options menu. It isn't really an aspect ratio you are setting, it's a scaling. Aspect ratios are like w : h, what you are doing here isn't that.

Cocopuffs 13 years ago

Quote:
You may want to check this out – "Pixel Perfect Resizing "

http://gmc.yoyogames.com/index.php?showtopic=411965
Thanks, I'll check it out

Quote:
The small green bushes are solid, which doesn't make too much sense (seeing how you can run past trees)
Were already working on running through the bushes instead of them being solid. Generally our rule of thumb is solid black outline= something you interact with.

About the map, you'll probably just have to get used to that. We'll have some areas that are more vertical than horizontal, and we both like that idea. But for the most part you'll be dealing with left/right movement.

Quote:
Edit: Oh hey, the ball exists? Crap. :P
TakaM stands by the ball. I know we can make if fun, but theres just no real use for it yet. It will mainly be for puzzles and boss fights.

Quote:
Anyhow, I didn't like the walljumping, but I suggest a system like the following:

For instance, if you jump against a wall on your right while holding right, the effect of the key toggles from right to left and back with each walljump. When you release the key it's set to (in this case) to right again.
Like I sated earlier wall jumping will not be a major thing in the game, and hardly required at all. Mostly it will be like New Super Mario Bros, where you can use wall jumping to save your ass after screwing up a jump, or use it to get into a few secret areas. I dont want it to be too easy to do, but we've already made it a little easier and cut back on the walljumping required in the demo.

Thanks for the comments everyone.

Castypher 13 years ago

That is among the best animation I have ever seen in Game Maker.